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Tasker A serious game for procrastination Zihui Wu Jonathan Yang Thompson Lee Sam Wallach
Introduction ▪ Tasker is a serious game designed to help the player overcome procrastination. ▪ Summary of the game: ▪ ▪ ▪ ▪
Study for an upcoming exam Face certain procrastination factors Manage the energy and time for the character Goal for character - Get his tasks done, increase his intelligence level, perform better on the final exam
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Needs Analysis ▪ Procrastination is detrimental for one’s life and health ▪ Time must be used wisely ▪ Helping players to understand and solve the problems as following: ▪ Lack of focus ▪ fatigue ▪ Helplessness in the face of complexity, not knowing where or how to start ▪ Fear of the outcome ▪ Rebellion and laziness ▪ Lack of motivation ▪ Perfectionism
Learning Objectives – Task Analysis ▪ Understanding some of the factors that cause procrastination ▪ Understanding how to overcome certain factors which contribute to procrastination ▪ Lack of focus - Avoiding spending too much time on distractions, such as games, TV, and comics, and focusing on their work. ▪ Fatigue - Taking breaks ▪ Complexity – Breaking the work down
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Target Audience & Platform ▪ Target Audience ▪ College students who might have procrastination issues
▪ Platform ▪ PC – Windows/Mac
Game Mechanics ▪ Scheduler ▪ Studying ▪ Distractions ▪ Time & Stamina ▪ Scoring ▪ Real-life tasks ▪ Inputs
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Concept Art
Main Interface
Concept Art
Schedule Module
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Storyboard & Game Process
Storyboard & Game Process mini-games (distraction)
day 1
stop playing
dialog
play mini-games
room (the main interface)
stop studying and do some other things
study (next section)
keep studying fall
task (study)
day end
study
quiz pass
schedule module
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Storyboard & Game Process
suggestions
schedule show dialog
tutorial: show how to scheduling
scheduling
real life tasks module day 2
Assessment ▪ After each day’s play session, the game asks the players to update a schedule of their real-life tasks and give them feedback how efficiently they have done ▪ At the very end of the game, the player find out how the character do in the game
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Paper prototype
Stamina and Time
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Scheduler
Room Interface
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Study ▪ Simple readings about procrastination ▪ Each page takes one “Study” action ▪ Quizzes every few pages to make sure the reading is done
Games ▪ Simple mazes and reflex games ▪ Played one after another until the player chooses to stop, using time for each one
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Comics ▪ Read some of a comic ▪ Each page turn uses another action
Nap ▪ Simply pay 3 time for 3 Stamina
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Feedback ▪
Player doesn’t know if stamina stacks (carry over) to the next day.
▪
Not much usage of naps in first playtest.
▪
It may not be possible to finish Task A aEer opening mystery box.
▪
Player felt unfair/confused about the game aEer opening mystery box or playing mini-‐game.
▪
Rewards in first playtest felt unrewarding.
▪
Post gameplay assessment may be required.
Feedback (conJnued) ▪
Player asked what other objects can be in the mystery box; Might need to explain about the contents beforehand.
▪
Player suggests that the more quizzes goOen right, the more unlockables can be unlocked (extra minigames, etc.)
▪
We asked ourselves if we need to add more aOributes to the protagonist. Player suggested aEerwards that aOributes added can be for mulJplayer experience or single-‐player with sharable social media info.
▪
Need more playtests to assess the acJon aOributes (stamina and Jme) for game balancing.
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Postmortem ▪ Games for behavioral changes is definitely hard ▪ Research before designing is helpful ▪ A lo-‐fi prototype can keep the player focus on the game flow and mechanics instead of graphics ▪ It was someJmes difficult to get everyone in the right place at the right Jme to get work done ▪ For future tesJng, the rules must be made much more clear to the playtesters ▪ The game needs to be much beOer balanced, as it felt unfair during playtests